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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16284 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Oct 11, 2016 8:47 pm Post subject: The Fluency Rule |
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For the Language skill, the Fluency rule allows characters who beat 10 Difficult rolls for a specific language to forego future skill rolls for that same language, as they are considered fluent in that language.
I recently proposed using the same rule for Wookiees to reload a pump or lever action bowcaster, and I could see it as a solution to at least one other weapon I'm working on.
I'd like to hear your opinions as to other skills where this would be appropriate. Obviously, there have to be limits, or else characters will become fluent in Blaster and never have to roll to hit again, but I could easily see this rule supplementing mundane rolls, such as reloading weapons and such.
Thoughts? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Kytross Line Captain
Joined: 28 Jan 2008 Posts: 782
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Posted: Tue Oct 11, 2016 10:26 pm Post subject: |
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I use a house rule that common skill checks are just a wild die roll. If you don't botch then you're fine. Flying a speeder out of combat, cleaning a weapon, using a comlink, etc. Generally these skills checks are out of combat.
Someone with a 4D skill has a minimum roll of 4. A very easy task is 1-5. Most very easy tasks are a guaranteed success for a person of 4D skill, unless they botch.
The thing to remember is that the less rolls you take, the faster the game goes, generally. I try to strike a balance between bogging the game down with rolls and letting the players succeed or fail on the fall of the dice. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14174 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Oct 12, 2016 12:36 am Post subject: |
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For me, i don't really see that many other skills that the 'fluency; like rule would be appropriate for.. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16284 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Oct 12, 2016 5:13 am Post subject: |
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garhkal wrote: | For me, i don't really see that many other skills that the 'fluency; like rule would be appropriate for.. |
Mostly I'm picturing limiting it to simple, repetitive actions that a character can memorize through enough repetition that it becomes something a character can do without thinking: a product of muscle-memory, as Naaman called it in the Bowcaster topic. I'm looking for other examples of similar actions. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Wed Oct 12, 2016 11:27 am Post subject: |
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garhkal wrote: | For me, i don't really see that many other skills that the 'fluency; like rule would be appropriate for.. |
Astrogation along a set course would be pretty common... if you're frequently making a run between Coruscant and Corellia, for example, you might have the coordinates more or less memorized. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14174 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Oct 12, 2016 2:51 pm Post subject: |
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CRMcNeill wrote: | garhkal wrote: | For me, i don't really see that many other skills that the 'fluency; like rule would be appropriate for.. |
Mostly I'm picturing limiting it to simple, repetitive actions that a character can memorize through enough repetition that it becomes something a character can do without thinking: a product of muscle-memory, as Naaman called it in the Bowcaster topic. I'm looking for other examples of similar actions. |
Well nothing combat related would count.
I could see (as Mr Nexx suggests) it applying to astrogating common routes. _________________ Confucious sayeth, don't wash cat while drunk! |
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Wed Oct 12, 2016 4:40 pm Post subject: |
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Combat related would mostly be out, though there's already examples of things you might make a tyro make a skill check for that are already automatic (for example, reloading a blaster... I can see making an Ewok character roll to reload a blaster, even if you'd never think of it for the farmboy who used to shoot womprats). Reloading a bowcaster would fall into the same category... something you've done so often you need a really good reason to make it something that can be failed.
Other skills you might apply it to:
Alien Species (on a per-species basis)
Bureaucracy (for specific forms... Han Solo can probably fill out a customs form in his sleep)
Cultures (most people probably have a degree of this already... Luke doesn't need to roll to know about Tattooine Moisture Farmers, and probably has a lot of assumable knowledge about Jawas).
Planetary Systems (per planet)
I don't feel like going through all of them... but a lot of different skills where displaying a certain level of expertise means you can do things automatically without needing a roll every time. Languages represents this through two separate mechanics, resulting in "Fluency"... one is "10 difficult checks), the other is "5D or more in the specialization". Both represent not needing to roll if circumstances aren't terribly opposed or obscure... someone fluent in Wookie still has to roll when facing a dialect or purposefully obscured language, but not when chatting with Chewie, or even understanding Chewie while under fire. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
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CaptainKorbak Cadet
Joined: 11 Sep 2016 Posts: 13
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Posted: Thu Oct 13, 2016 8:19 am Post subject: |
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I think it could work well for Piloting skills to represent familiarity with a craft.
If you have never flown a ship of that type before, a 1 on the Wild Die indicates that your inexperience has gotten you into trouble. Roll your base Piloting skill against a difficulty of Easy + the Maneuverability of the ship. Treat a failure the same way as failing a movement check.
Once you have succeeded in 10 such checks you are considered "fluent" (maybe "familiar" works better) with the ship.
If you take a speciality for that ship type you are automatically considered "fluent". |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16284 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Oct 13, 2016 3:35 pm Post subject: |
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I see it working for Lightsabers; make ten consecutive Difficult Lightsaber skill rolls and you are exempt from hitting yourself for damage on a failure by more than 10 points. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14174 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Oct 13, 2016 3:48 pm Post subject: |
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CRMcNeill wrote: | I see it working for Lightsabers; make ten consecutive Difficult Lightsaber skill rolls and you are exempt from hitting yourself for damage on a failure by more than 10 points. |
Hell no.. LS's are supposed to be dangerous even in the trained hands of a jedi. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16284 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Oct 13, 2016 4:08 pm Post subject: |
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garhkal wrote: | CRMcNeill wrote: | I see it working for Lightsabers; make ten consecutive Difficult Lightsaber skill rolls and you are exempt from hitting yourself for damage on a failure by more than 10 points. |
Hell no.. LS's are supposed to be dangerous even in the trained hands of a jedi. |
Yet we never once see this rule come into play in the films or the TV shows. I think it's a fine rule for the untrained, but the idea is to represent the sort of familiarity with a weapon that only comes from extensive use. Considering a character would have to devote the same amount of time to familiarizing himself with a lightsaber as he would to learn and become fluent in a foreign language, I think the bar is set high enough. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14174 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Oct 14, 2016 12:03 am Post subject: |
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Would that apply to just the LS, or all melee weapons of high diff, such as the Jengarddin double edge vibro blade..? _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16284 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Oct 14, 2016 2:03 am Post subject: |
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garhkal wrote: | Would that apply to just the LS, or all melee weapons of high diff, such as the Jengarddin double edge vibro blade..? |
If that weapon has a rule where you can cut yourself with it if you roll too low, then yes.
Alternately, this rule could be folded in with Bren's proposed lightsaber rule from a while back. Rather than no longer having to worry about cutting themselves, a character who makes ten consecutive Difficult Lightsaber rolls (or whatever) is familiar enough with the weapon to realize they are about to cut themselves and has the option of dropping the weapon for no damage. The weapon lands 1D meters away in a random direction (determined by the grenade scatter diagram).
At this point, I'm mostly considering applying this rule only to stats that have special additional rules, like the Bowcaster requiring a Strength roll to re-load. Giving people a pass on having to roll skills entirely is taking it too far, IMO. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Ninja-Bear Lieutenant Commander
Joined: 26 Sep 2016 Posts: 209
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Posted: Fri Oct 14, 2016 8:38 am Post subject: |
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CRMcNeill wrote: | I see it working for Lightsabers; make ten consecutive Difficult Lightsaber skill rolls and you are exempt from hitting yourself for damage on a failure by more than 10 points. |
I don't know about 10 rolls, that seems excessive but yes I can see it for.lightsaber. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16284 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Oct 14, 2016 9:11 am Post subject: |
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Ninja-Bear wrote: | I don't know about 10 rolls, that seems excessive but yes I can see it for.lightsaber. |
10 rolls is the benchmark established by the RAW to demonstrate fluency in a language. Since characters are already having to make Difficult rolls just to use a lightsaber, I don't see it being unfair to require them to make ten straight successful rolls as a demonstration of proficiency. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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